Interactables fully working now
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@@ -13,7 +13,7 @@ public class CombineWithBehavior : InteractionRequirementBase
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/// <returns>True if the combination was successful, false otherwise.</returns>
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public override bool TryInteract(FollowerController follower)
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{
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var heldItem = follower.CurrentlyHeldItem;
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var heldItem = follower.GetHeldPickupObject();
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var pickup = GetComponent<Pickup>();
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if (heldItem == null)
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{
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@@ -27,36 +27,17 @@ public class CombineWithBehavior : InteractionRequirementBase
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OnFailure?.Invoke();
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return false;
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}
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var rule = GameManager.Instance.GetCombinationRule(heldItem, pickup.itemData);
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if (rule != null && rule.resultPrefab != null)
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var combinedItem = InteractionOrchestrator.Instance.CombineItems(heldItem, pickup.gameObject);
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if (combinedItem != null)
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{
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// Instantiate the result prefab at the pickup's position
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var resultObj = GameObject.Instantiate(rule.resultPrefab, pickup.transform.position, Quaternion.identity);
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var resultPickup = resultObj.GetComponent<Pickup>();
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if (resultPickup != null)
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{
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// Hide and parent to follower
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resultObj.SetActive(false);
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resultObj.transform.SetParent(follower.transform);
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// Set held item and icon from the spawned prefab
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follower.SetHeldItem(resultPickup.itemData, resultPickup.iconRenderer);
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// Cache the spawned object as the held item
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follower.CacheHeldPickupObject(resultObj);
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follower.justCombined = true;
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OnSuccess?.Invoke();
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return true;
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}
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else
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{
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Debug.LogWarning("Result prefab does not have a Pickup component.");
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GameObject.Destroy(resultObj);
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OnFailure?.Invoke();
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return false;
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}
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InteractionOrchestrator.Instance.PickupItem(follower, combinedItem);
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follower.justCombined = true;
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OnSuccess?.Invoke();
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return true;
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}
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else
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{
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// DebugUIMessage.Show($"Cannot combine {heldItem.itemName ?? \"an item\"} with {pickup.itemData.itemName ?? \"target item\"}.");
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// DebugUIMessage.Show($"Cannot combine {follower.CurrentlyHeldItem?.itemName ?? "an item"} with {pickup.itemData.itemName ?? "target item"}.");
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OnFailure?.Invoke();
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return true;
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}
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@@ -151,4 +151,68 @@ public class InteractionOrchestrator : MonoBehaviour
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interactable.CompleteInteraction(false);
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}
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}
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// --- ITEM MANAGEMENT API ---
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public void PickupItem(FollowerController follower, GameObject item)
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{
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if (item == null || follower == null) return;
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item.SetActive(false);
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item.transform.SetParent(null);
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follower.SetHeldItemFromObject(item);
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// Optionally: fire event, update UI, etc.
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}
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public void DropItem(FollowerController follower, Vector3 position)
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{
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var item = follower.GetHeldPickupObject();
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if (item == null) return;
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item.transform.position = position;
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item.transform.SetParent(null);
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item.SetActive(true);
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follower.ClearHeldItem();
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// Optionally: fire event, update UI, etc.
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}
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public void SlotItem(SlotItemBehavior slot, GameObject item)
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{
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if (slot == null || item == null) return;
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item.SetActive(false);
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item.transform.SetParent(null);
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slot.SetSlottedObject(item);
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// Optionally: update visuals, fire event, etc.
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}
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public void SwapItems(FollowerController follower, SlotItemBehavior slot)
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{
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var heldObj = follower.GetHeldPickupObject();
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var slotObj = slot.GetSlottedObject();
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// 1. Slot the follower's held object
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SlotItem(slot, heldObj);
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// 2. Give the slot's object to the follower
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PickupItem(follower, slotObj);
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}
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public GameObject CombineItems(GameObject itemA, GameObject itemB)
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{
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if (itemA == null || itemB == null) return null;
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var pickupA = itemA.GetComponent<Pickup>();
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var pickupB = itemB.GetComponent<Pickup>();
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if (pickupA == null || pickupB == null) {
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if (itemA != null) Destroy(itemA);
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if (itemB != null) Destroy(itemB);
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return null;
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}
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var rule = GameManager.Instance.GetCombinationRule(pickupA.itemData, pickupB.itemData);
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Vector3 spawnPos = itemA.transform.position;
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if (rule != null && rule.resultPrefab != null) {
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var newItem = Instantiate(rule.resultPrefab, spawnPos, Quaternion.identity);
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Destroy(itemA);
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Destroy(itemB);
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return newItem;
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}
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// If no combination found, just destroy both
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Destroy(itemA);
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Destroy(itemB);
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return null;
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}
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}
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@@ -21,8 +21,12 @@ public class SlotItemBehavior : InteractionRequirementBase
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private GameObject _cachedSlottedObject = null;
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// Helper for slotting an object, with option to skip destruction (for swap)
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private void SetSlottedObject(GameObject obj)
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public GameObject GetSlottedObject()
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{
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return _cachedSlottedObject;
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}
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public void SetSlottedObject(GameObject obj)
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{
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_cachedSlottedObject = obj;
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if (_cachedSlottedObject != null)
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@@ -31,32 +35,6 @@ public class SlotItemBehavior : InteractionRequirementBase
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}
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}
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private void RemoveSlottedObject()
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{
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if (_cachedSlottedObject != null)
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{
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Destroy(_cachedSlottedObject);
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_cachedSlottedObject = null;
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}
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}
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private void CacheSlottedObject(GameObject obj)
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{
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// Only destroy if not swapping
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RemoveSlottedObject();
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SetSlottedObject(obj);
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}
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private void RestoreSlottedObject()
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{
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if (_cachedSlottedObject != null)
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{
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_cachedSlottedObject.transform.SetParent(null);
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// Do NOT activate or move the object here; it stays hidden until dropped
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// Activation is handled by the drop logic elsewhere
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}
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}
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/// <summary>
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/// Attempts to interact with the slot, handling slotting, swapping, or picking up items.
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/// </summary>
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@@ -75,9 +53,7 @@ public class SlotItemBehavior : InteractionRequirementBase
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// CASE 1: No held item, slot has item -> pick up slotted item
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if (heldItem == null && _cachedSlottedObject != null)
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{
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// Give the hidden slotted object to the follower (do NOT activate or move it)
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RestoreSlottedObject();
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follower.SetHeldItemFromObject(_cachedSlottedObject);
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InteractionOrchestrator.Instance.PickupItem(follower, _cachedSlottedObject);
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_cachedSlottedObject = null;
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currentlySlottedItem = null;
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UpdateSlottedSprite();
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@@ -86,20 +62,9 @@ public class SlotItemBehavior : InteractionRequirementBase
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// CASE 2: Held item, slot has item -> swap
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if (heldItem != null && _cachedSlottedObject != null)
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{
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var followerHeldObj = heldObj;
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var followerHeldItem = heldItem;
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var slotObj = _cachedSlottedObject;
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var slotItemData = currentlySlottedItem;
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// 1. Slot the follower's held object (do NOT destroy the old one)
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SetSlottedObject(followerHeldObj);
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currentlySlottedItem = followerHeldItem;
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InteractionOrchestrator.Instance.SwapItems(follower, this);
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currentlySlottedItem = heldItem;
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UpdateSlottedSprite();
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// 2. Give the slot's object to the follower (do NOT activate or move it)
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RestoreSlottedObject();
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follower.SetHeldItemFromObject(slotObj);
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return true;
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}
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// CASE 3: Held item, slot empty -> slot the held item
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@@ -110,7 +75,7 @@ public class SlotItemBehavior : InteractionRequirementBase
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DebugUIMessage.Show("Can't place that here.");
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return false;
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}
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CacheSlottedObject(heldObj);
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InteractionOrchestrator.Instance.SlotItem(this, heldObj);
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currentlySlottedItem = heldItem;
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UpdateSlottedSprite();
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follower.ClearHeldItem();
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